Strongholds

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Template:Infobox Feature

The Stronghold System is a comprehensive territory control feature in Italy Mafia Roleplay that adds strategic depth to faction warfare through specialized stronghold turfs that require coordinated attacks and defense mechanisms.

Overview

Strongholds are enhanced turfs (turfSpecial = 2) that feature complex attack and defense mechanics, requiring attackers to complete multiple objectives during vulnerable time windows while defenders can purchase upgrades and equipment to protect their territory.

Key Features

  • Vulnerability Windows: 4-hour configurable periods when strongholds can be attacked
  • Multi-Objective Attacks: Attackers must complete 2+ main objectives to capture
  • Defensive Upgrades: Radar, camera, and sentry systems with upkeep costs
  • Equipment System: Specialized tools for both attackers and defenders
  • Economic Integration: Money deposits, item storage, and hourly upkeep payments

Stronghold Components

Core Structure

Each stronghold consists of:

  • Turf Base: Links to existing turf system with special type marker
  • Buildings: Up to 20 targetable structures for objectives (bombs, fires)
  • NPCs: Up to 10 non-player characters for poison objectives
  • Upgrades: Three defensive systems with 5 levels each
  • Economy: Money balance and item stock management

Defensive Systems

System Base Cost Upkeep/Hour Effect
Radar $50,000/level $5,000/level Early attack detection, enhanced defender alerts
Cameras $30,000/level $3,000/level Faster objective detection (5-45s delay reduction)
Sentries $100,000/level $10,000/level Automated defense systems

Attack System

Vulnerability Windows

  • Default: 18:00-22:00 (4 hours)
  • Configurable: Tier 0-1 faction members can set custom windows
  • Required: Attacks can only begin during vulnerable periods
  • Time Limit: Attacks timeout after 2 hours of inactivity

Victory Conditions

Attackers must complete at least 2 main objectives:

Primary Objectives

Objective Requirement Equipment Vehicle Needed
Fire Light 10 buildings Molotov/Flamethrower None
Bombs Plant 5 bombs Vehicle Bomb Pony (413) or Moonbeam (418)
Poison Affect 15 NPCs Poisoned Ice Cream Mr. Whoopee (423)

Secondary Objectives

  • Power Outage: Disable electrical systems
  • Cyber Hack: Compromise digital infrastructure
  • Hostage Taking: Capture stronghold personnel
  • Supply Disruption: Interrupt resource flows

Equipment System

Attack Equipment

Equipment Cost Usage Notes
Molotov Cocktail $5,000 Fire buildings Press FIRE key near building
Flamethrower $15,000 Fire buildings Higher range and effectiveness
Vehicle Bomb $25,000 Plant on vehicles Requires /shplantbomb command + minigame
Poisoned Ice Cream $8,000 Poison NPCs Press CROUCH in Mr. Whoopee near NPCs

Defense Equipment

Equipment Cost Usage Notes
Fire Extinguisher $3,000 Extinguish fires Press FIRE key near burning building
Bomb Defusal Kit $20,000 Defuse bombs Use /shdefusebomb + complete minigame

Bomb System

The bomb planting and defusal system features an interactive minigame:

Planting Process

  1. Purchase bomb equipment from stronghold menu
  2. Exit vehicle near Pony (413) or Moonbeam (418)
  3. Use /shplantbomb command near target building
  4. Complete WASD sequence minigame (6-8 steps, 30 seconds)
  5. Successfully planted bombs have 5-minute countdown timers

Minigame Mechanics

  • Sequence: Random WASD key combinations
  • Time Limit: 30 seconds base time
  • Bonus Time: +3 seconds per correct input
  • Penalty: -5 seconds per wrong input
  • Success: Complete all steps before time expires

Bomb Effects

  • Vehicle Locking: Bomb vehicles cannot be moved
  • Explosion Damage: 15-meter radius, up to 100 HP damage
  • Visual Effects: Multiple explosions with fire and smoke
  • Countdown Labels: Real-time timer display with color coding

Fire System

Fire Mechanics

  • Spreading: 5% chance per 30 seconds to spread to nearby buildings
  • Natural Extinguishing: 2% chance per 30 seconds to self-extinguish
  • Manual Extinguishing: Defenders can use fire extinguishers
  • Visual Effects: Dynamic fire objects on affected buildings

Fire Strategy

  • Attackers: Focus on clustered buildings for chain reactions
  • Defenders: Prioritize extinguishing fires near building clusters
  • Timing: Coordinate with other objectives for maximum effectiveness

Poison System

NPC Poisoning

  • Vehicle Requirement: Must use Mr. Whoopee (423) ice cream truck
  • Range: 10-meter detection radius for NPCs
  • Recovery Time: NPCs recover after 10 minutes
  • Sound Effects: Ice cream truck jingle plays during poisoning

Stealth Mechanics

  • Camera Detection: 15-60 second delay before defender alerts
  • Disguise Factor: Ice cream truck provides natural cover story
  • Timing Strategy: Coordinate with other objectives during detection delays

Economic System

Stronghold Finances

  • Initial Balance: $500,000 for new strongholds
  • Money Deposits: Faction members can contribute funds
  • Item Storage: Resource stockpiling for extended sieges
  • Upkeep Costs: Hourly payments required for upgrades

Upkeep Consequences

  • Automatic Downgrading: Systems downgrade if upkeep unpaid
  • Downgrade Order: Sentries → Cameras → Radar
  • Financial Pressure: Balances offensive spending vs. defensive maintenance

Commands

Player Commands

Command Description Requirements
/stronghold Main stronghold management menu Must be in stronghold area
/shequip [type] Purchase equipment directly Faction member, proper context
/shplantbomb Plant vehicle bomb Bomb equipment, outside vehicle
/shdefusebomb Defuse planted bomb Defusal kit, near bomb
/shquickequip Testing: Get free equipment Debug/testing mode
/shclearequip Remove current equipment Any time

Administrative Commands

Command Description Access Level
/createstronghold [turf_id] Convert turf to stronghold Head Admin+
/destroystronghold [turf_id] Remove stronghold status Head Admin+
/addshbuilding [turf_id] [building_id] Add target building Senior Admin+
/addshnpc [turf_id] [npc_id] Add target NPC Senior Admin+

Menu System

Defender Options

  • View Status: Comprehensive stronghold information
  • Manage Upgrades: Purchase radar/camera/sentry systems (Tier 0-1 only)
  • Configure Settings: Set vulnerability window (Tier 0-1 only)
  • Deposit Money: Add funds to stronghold balance
  • Deposit Items: Contribute supplies to stockpile
  • Defense Equipment: Purchase extinguishers and defusal kits

Attacker Options

  • View Status: Current stronghold status and defenses
  • Start Attack: Begin assault (during vulnerability window)
  • Attack Equipment: Purchase bombs and weapons (during attack)
  • View Objectives: Monitor attack progress and requirements

Technical Implementation

Database Schema

The system uses three main tables:

  • strongholds: Core stronghold data (money, upgrades, settings)
  • stronghold_buildings: Building positions and states
  • stronghold_npcs: NPC positions and status

Timer Systems

  • Upkeep Timer: Hourly upgrade maintenance (3600s)
  • System Timer: Restoration and cleanup (300s)
  • Objective Timer: Dynamic event processing (30s)
  • Bomb Countdown: Individual bomb timers (1s intervals)

Integration Points

  • Turf System: Strongholds are special turf types
  • Faction System: Ownership and permission controls
  • Vehicle System: Bomb vehicles and ice cream trucks
  • Economy: Money transactions and faction points

Strategies

Attack Strategies

  • Coordinated Assault: Multiple players targeting different objectives simultaneously
  • Timing Windows: Strike during defender low-activity periods
  • Resource Management: Balance equipment purchases with faction funds
  • Objective Prioritization: Focus on achievable combinations (fire + bombs, poison + bombs)

Defense Strategies

  • Upgrade Investment: Prioritize camera systems for early detection
  • Resource Stockpiling: Maintain sufficient funds for equipment purchases
  • Patrol Schedules: Organize defender presence during vulnerability windows
  • Quick Response: Coordinate fire extinguishing and bomb defusal efforts

Version History

  • v9.7.15: Initial stronghold system implementation
  • Integration with existing turf and faction systems
  • Multi-objective attack mechanics with minigames
  • Comprehensive upgrade and equipment systems

Related Systems

See Also